mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
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6b3fd2fecb
Update documentation/comments to rename addr, fun, var, stmt, blk, desc, reg, seg, ptr, dup, clus, val, and bttn, to address, function, variable, statement, block, description, register, segment, pointer, duplicate, cluster, value, and button, respectively.
470 lines
42 KiB
HTML
Executable file
470 lines
42 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V1.01">
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<style type="text/css">
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body {background-color:#fef1f0;}
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.c20{color:#000000;background-color:#3b7901;}
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.c2A{color:#82bc49;background-color:#3b7901;}
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.cF0{color:#000000;background-color:#fef1f0;}
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.cF1{color:#0148a4;background-color:#fef1f0;}
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.cF2{color:#3b7901;background-color:#fef1f0;}
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.cF3{color:#057c7e;background-color:#fef1f0;}
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.cF4{color:#bb2020;background-color:#fef1f0;}
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.cF5{color:#9e42ae;background-color:#fef1f0;}
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.cF6{color:#b57901;background-color:#fef1f0;}
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.cF7{color:#b2b6af;background-color:#fef1f0;}
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.cF8{color:#555753;background-color:#fef1f0;}
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.cF9{color:#678fbb;background-color:#fef1f0;}
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.cFA{color:#82bc49;background-color:#fef1f0;}
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.cFB{color:#0097a2;background-color:#fef1f0;}
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.cFC{color:#e26a6a;background-color:#fef1f0;}
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.cFD{color:#c671bc;background-color:#fef1f0;}
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.cFE{color:#c7ab00;background-color:#fef1f0;}
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.cFF{color:#fef1f0;background-color:#fef1f0;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF2>//Uses </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Lectures/FixedPoint.CC.html#l1"><span class=cF4>fixed-point</span></a><span class=cF2>.</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a></span><span class=c20>
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<a name="l4"></a></span><span class=c2A>
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<a name="l5"></a><1>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l6"></a>
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<a name="l7"></a>
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<a name="l8"></a></span><span class=c2A>
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<a name="l9"></a><2>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l10"></a>
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<a name="l11"></a>
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<a name="l12"></a></span><span class=c2A>
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<a name="l13"></a><3>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l14"></a>
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<a name="l15"></a>
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<a name="l16"></a></span><span class=c2A>
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<a name="l17"></a><4>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l18"></a>
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<a name="l19"></a>
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<a name="l20"></a></span><span class=c2A>
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<a name="l21"></a><5>/* Graphics Not Rendered in HTML */</span><span class=c20>
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<a name="l22"></a>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF0>#</span><span class=cF1>define</span><span class=cF0> FRAMES </span><span class=cFE>6</span><span class=cF0>
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<a name="l25"></a>
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<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> *imgs[FRAMES] = {</span><span class=cFA><1></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><4></span><span class=cF0>, </span><span class=cFA><3></span><span class=cF0>, </span><span class=cFA><2></span><span class=cF0>};
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<a name="l27"></a>
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<a name="l28"></a></span><span class=cF1>F64</span><span class=cF0> fire_end_time;
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<a name="l29"></a>
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<a name="l30"></a></span><span class=cF1>class</span><span class=cF0> Trooper
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<a name="l31"></a>{
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<a name="l32"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, dx, dy, att, def, rng, player;
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<a name="l33"></a> </span><span class=cF1>F64</span><span class=cF0> animate_time_base, fire_end_time;
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<a name="l34"></a> Trooper *target;
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<a name="l35"></a>};
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<a name="l36"></a>
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<a name="l37"></a>#</span><span class=cF1>define</span><span class=cF0> TROOPERS_NUM </span><span class=cFE>100</span><span class=cF0>
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<a name="l38"></a>Trooper tr[</span><span class=cFE>2</span><span class=cF0>][TROOPERS_NUM];
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<a name="l39"></a>
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<a name="l40"></a></span><span class=cF1>Bool</span><span class=cF0> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
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<a name="l41"></a>
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<a name="l42"></a>#</span><span class=cF1>define</span><span class=cF0> TAP_MODE_RADIUS </span><span class=cFE>50</span><span class=cF0>
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<a name="l43"></a></span><span class=cF1>Bool</span><span class=cF0> tap_mode;
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<a name="l44"></a>
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<a name="l45"></a>#</span><span class=cF1>define</span><span class=cF0> AI_NOTHING </span><span class=cFE>0</span><span class=cF0>
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<a name="l46"></a>#</span><span class=cF1>define</span><span class=cF0> AI_TARGET </span><span class=cFE>1</span><span class=cF0>
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<a name="l47"></a>#</span><span class=cF1>define</span><span class=cF0> AI_RANDOM </span><span class=cFE>2</span><span class=cF0>
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<a name="l48"></a>#</span><span class=cF1>define</span><span class=cF0> AI_AI_NUM </span><span class=cFE>3</span><span class=cF0>
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<a name="l49"></a></span><span class=cF9>I64</span><span class=cF0> ai_mode;
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<a name="l50"></a>
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<a name="l51"></a></span><span class=cF9>I64</span><span class=cF0> ai_targets[</span><span class=cFE>10</span><span class=cF0>];
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<a name="l52"></a>
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<a name="l53"></a></span><span class=cF1>U0</span><span class=cF0> DrawTrooper(</span><span class=cF9>CTask</span><span class=cF0> *, </span><span class=cF9>CDC</span><span class=cF0> *dc, Trooper *tmpt)
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<a name="l54"></a>{
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<a name="l55"></a> </span><span class=cF1>U8</span><span class=cF0> *tmps;
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<a name="l56"></a> </span><span class=cF9>I64</span><span class=cF0> x, y, gx, gy;
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<a name="l57"></a> </span><span class=cF1>F64</span><span class=cF0> speed, tt;
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<a name="l58"></a>
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<a name="l59"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l60"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l61"></a> x = tmpt->dx >> </span><span class=cFE>28</span><span class=cF0>;
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<a name="l62"></a> y = tmpt->dy >> </span><span class=cFE>28</span><span class=cF0>;
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<a name="l63"></a> speed = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * </span><span class=cF5>Sqrt</span><span class=cF0>(x * x + y * y);
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<a name="l64"></a>
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<a name="l65"></a> tt = tmpt->animate_time_base + </span><span class=cF5>tS</span><span class=cF0> * speed;
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<a name="l66"></a> </span><span class=cF1>if</span><span class=cF0> (time_lapse)
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<a name="l67"></a> {
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<a name="l68"></a> x = (tmpt->x + </span><span class=cFE>500</span><span class=cF0> * tmpt->dx) >> </span><span class=cFE>32</span><span class=cF0>;
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<a name="l69"></a> y = (tmpt->y + </span><span class=cFE>500</span><span class=cF0> * tmpt->dy) >> </span><span class=cFE>32</span><span class=cF0>;
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<a name="l70"></a> }
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<a name="l71"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l72"></a> {
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<a name="l73"></a> x = tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
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<a name="l74"></a> y = tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
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<a name="l75"></a> }
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<a name="l76"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target)
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<a name="l77"></a> {
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<a name="l78"></a> gx = x;
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<a name="l79"></a> gy = y;
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<a name="l80"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l81"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l82"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l83"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l84"></a> gx -= </span><span class=cFE>13</span><span class=cF0>;
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<a name="l85"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
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<a name="l86"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l87"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l88"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l89"></a> dc->flags &= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l90"></a> gx += </span><span class=cFE>13</span><span class=cF0>;
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<a name="l91"></a> gy -= </span><span class=cFE>7</span><span class=cF0>;
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<a name="l92"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l93"></a>
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<a name="l94"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l95"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>);
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<a name="l96"></a>
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<a name="l97"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l98"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l99"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l100"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l101"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA><5></span><span class=cF0>);
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<a name="l102"></a>
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<a name="l103"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l104"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l105"></a> dc->color = </span><span class=cF3>WHITE</span><span class=cF0>;
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<a name="l106"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l107"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
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<a name="l108"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, gx, gy, </span><span class=cFE>0</span><span class=cF0>, tmpt->target->x.i32[</span><span class=cFE>1</span><span class=cF0>], tmpt->target->y.i32[</span><span class=cFE>1</span><span class=cF0>], </span><span class=cFE>0</span><span class=cF0>);
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<a name="l109"></a> }
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<a name="l110"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l111"></a> {
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<a name="l112"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->dx < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l113"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l114"></a> dc->flags |= </span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l115"></a> </span><span class=cF5>DCSymmetrySet</span><span class=cF0>(dc, x, y, x, y + </span><span class=cFE>1</span><span class=cF0>);
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<a name="l116"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l117"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l118"></a> dc->flags &= ~</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>;
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<a name="l119"></a> tmps = </span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt % </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>, imgs[tt % FRAMES], imgs[</span><span class=cF7>(</span><span class=cF0>tt + </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0> % FRAMES]);
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<a name="l120"></a>
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<a name="l121"></a> dc->color = </span><span class=cF3>BLACK</span><span class=cF0>;
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<a name="l122"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x + </span><span class=cFE>1</span><span class=cF0>, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
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<a name="l123"></a>
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<a name="l124"></a> </span><span class=cF1>if</span><span class=cF0> (!tmpt->player)
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<a name="l125"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
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<a name="l126"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l127"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
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<a name="l128"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, x, y, </span><span class=cFE>0</span><span class=cF0>, tmps);
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<a name="l129"></a>
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<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(tmps);
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<a name="l131"></a> dc->flags &= ~(</span><span class=cF3>DCF_SYMMETRY</span><span class=cF0> | </span><span class=cF3>DCF_JUST_MIRROR</span><span class=cF0>);
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<a name="l132"></a> }
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<a name="l133"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l134"></a>}
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<a name="l135"></a>
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<a name="l136"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
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<a name="l137"></a>{
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<a name="l138"></a> Trooper *tmpt=tr;
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<a name="l139"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, count[</span><span class=cFE>2</span><span class=cF0>],
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<a name="l140"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x,
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<a name="l141"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y;
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<a name="l142"></a> </span><span class=cF1>Bool</span><span class=cF0> repulsive = </span><span class=cFB>mouse</span><span class=cF0>.pos.z > </span><span class=cFE>0</span><span class=cF0> ^^ </span><span class=cFB>mouse</span><span class=cF0>.rb,
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<a name="l143"></a> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
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<a name="l144"></a>
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<a name="l145"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
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<a name="l146"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l147"></a> count[j] = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l148"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
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<a name="l149"></a> {
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<a name="l150"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->def > </span><span class=cFE>0</span><span class=cF0>)
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<a name="l151"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l152"></a> DrawTrooper(task, dc, tmpt);
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<a name="l153"></a> count[j]++;
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<a name="l154"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l155"></a> }
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<a name="l156"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l157"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
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<a name="l158"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l159"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>;
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<a name="l160"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, TAP_MODE_RADIUS);
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<a name="l161"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l162"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l163"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l164"></a> </span><span class=cF1>if</span><span class=cF0> (repulsive)
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<a name="l165"></a> {
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<a name="l166"></a> </span><span class=cF1>if</span><span class=cF0> (active)
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<a name="l167"></a> dc->color = </span><span class=cF3>LTRED</span><span class=cF0>;
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<a name="l168"></a> </span><span class=cF1>else</span><span class=cF0>
|
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<a name="l169"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l170"></a> }
|
|
<a name="l171"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l172"></a> {
|
|
<a name="l173"></a> </span><span class=cF1>if</span><span class=cF0> (active)
|
|
<a name="l174"></a> dc->color = </span><span class=cF3>LTBLUE</span><span class=cF0>;
|
|
<a name="l175"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l176"></a> dc->color = </span><span class=cF3>BLUE</span><span class=cF0>;
|
|
<a name="l177"></a> }
|
|
<a name="l178"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cFB>mouse</span><span class=cF0>.pos.z</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l179"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l180"></a> dc->color = </span><span class=cF3>LTCYAN</span><span class=cF0>;
|
|
<a name="l181"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->win_right - </span><span class=cFE>8</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%03d"</span><span class=cF0>, count[</span><span class=cFE>0</span><span class=cF0>]);
|
|
<a name="l182"></a> dc->color = </span><span class=cF3>LTPURPLE</span><span class=cF0>;
|
|
<a name="l183"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cF7>(</span><span class=cF0>task->win_right - </span><span class=cFE>4</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF3>FONT_WIDTH</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%03d"</span><span class=cF0>, count[</span><span class=cFE>1</span><span class=cF0>]);
|
|
<a name="l184"></a>}
|
|
<a name="l185"></a>
|
|
<a name="l186"></a></span><span class=cF1>U0</span><span class=cF0> DoAiTarget()
|
|
<a name="l187"></a>{
|
|
<a name="l188"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l189"></a> Trooper *tmpt1, *tmpt0;
|
|
<a name="l190"></a>
|
|
<a name="l191"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>10</span><span class=cF0>; i++)
|
|
<a name="l192"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l193"></a> tmpt0 = &tr[</span><span class=cFE>0</span><span class=cF0>][ai_targets[i]];
|
|
<a name="l194"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>10</span><span class=cF0>; j++)
|
|
<a name="l195"></a> {
|
|
<a name="l196"></a> tmpt1 = &tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l197"></a> tmpt1->dx = (tmpt0->x - tmpt1->x) >> </span><span class=cFE>11</span><span class=cF0>;
|
|
<a name="l198"></a> tmpt1->dy = (tmpt0->y - tmpt1->y) >> </span><span class=cFE>11</span><span class=cF0>;
|
|
<a name="l199"></a> }
|
|
<a name="l200"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l201"></a>}
|
|
<a name="l202"></a>
|
|
<a name="l203"></a></span><span class=cF1>U0</span><span class=cF0> UpdatePos()
|
|
<a name="l204"></a>{
|
|
<a name="l205"></a> </span><span class=cF9>I64</span><span class=cF0> i, j;
|
|
<a name="l206"></a> Trooper *tmpt = tr;
|
|
<a name="l207"></a>
|
|
<a name="l208"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
|
|
<a name="l209"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l210"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l211"></a> tmpt->x += tmpt->dx;
|
|
<a name="l212"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x >= </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l213"></a> tmpt->x -= </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l214"></a>
|
|
<a name="l215"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->x < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l216"></a> tmpt->x += </span><span class=cF3>GR_WIDTH</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l217"></a>
|
|
<a name="l218"></a> tmpt->y += tmpt->dy;
|
|
<a name="l219"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y >= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>)
|
|
<a name="l220"></a> tmpt->y -= </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l221"></a>
|
|
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->y < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l223"></a> tmpt->y += </span><span class=cF3>GR_HEIGHT</span><span class=cF0> << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l224"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l225"></a>}
|
|
<a name="l226"></a>
|
|
<a name="l227"></a></span><span class=cF1>U0</span><span class=cF0> ResolveFiring()
|
|
<a name="l228"></a>{
|
|
<a name="l229"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dd, dx, dy;
|
|
<a name="l230"></a> Trooper *tmpt = tr, *tmpt0, *tmpt1;
|
|
<a name="l231"></a>
|
|
<a name="l232"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>2</span><span class=cF0>; j++)
|
|
<a name="l233"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l234"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l235"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->target && tmpt->fire_end_time < </span><span class=cF5>tS</span><span class=cF0>)
|
|
<a name="l236"></a> {
|
|
<a name="l237"></a> tmpt->target->def -= tmpt->att;
|
|
<a name="l238"></a> tmpt->fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l239"></a> tmpt->target = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l240"></a> }
|
|
<a name="l241"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l242"></a>
|
|
<a name="l243"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++)
|
|
<a name="l244"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l245"></a> tmpt0 = &tr[</span><span class=cFE>0</span><span class=cF0>][i];
|
|
<a name="l246"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < TROOPERS_NUM; j++)
|
|
<a name="l247"></a> {
|
|
<a name="l248"></a> tmpt1 = &tr[</span><span class=cFE>1</span><span class=cF0>][j];
|
|
<a name="l249"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt0->def > </span><span class=cFE>0</span><span class=cF0> && tmpt1->def > </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l250"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l251"></a> dx = (tmpt0->x - tmpt1->x) >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l252"></a> dy = (tmpt0->y - tmpt1->y) >> </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l253"></a> dd = dx * dx + dy * dy;
|
|
<a name="l254"></a> </span><span class=cF1>if</span><span class=cF0> (dd < tmpt0->rng && !tmpt0->target)
|
|
<a name="l255"></a> {
|
|
<a name="l256"></a> fire_end_time = tmpt0->fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l257"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l258"></a> tmpt0->target = tmpt1;
|
|
<a name="l259"></a> }
|
|
<a name="l260"></a> </span><span class=cF1>if</span><span class=cF0> (dd < tmpt1->rng && !tmpt1->target)
|
|
<a name="l261"></a> {
|
|
<a name="l262"></a> fire_end_time = tmpt1->fire_end_time = </span><span class=cF5>tS</span><span class=cF0> + </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>125</span><span class=cF0>;
|
|
<a name="l263"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cFE>86</span><span class=cF0>);
|
|
<a name="l264"></a> tmpt1->target = tmpt0;
|
|
<a name="l265"></a> }
|
|
<a name="l266"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l267"></a> }
|
|
<a name="l268"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l269"></a>
|
|
<a name="l270"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0> >= fire_end_time)
|
|
<a name="l271"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l272"></a>}
|
|
<a name="l273"></a>
|
|
<a name="l274"></a></span><span class=cF1>U0</span><span class=cF0> UpdateHumanVelocities()
|
|
<a name="l275"></a>{
|
|
<a name="l276"></a> </span><span class=cF1>F64</span><span class=cF0> intensity;
|
|
<a name="l277"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy, d,
|
|
<a name="l278"></a> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - </span><span class=cF5>Fs</span><span class=cF0>->pix_left - </span><span class=cF5>Fs</span><span class=cF0>->scroll_x,
|
|
<a name="l279"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - </span><span class=cF5>Fs</span><span class=cF0>->pix_top - </span><span class=cF5>Fs</span><span class=cF0>->scroll_y;
|
|
<a name="l280"></a> </span><span class=cF1>Bool</span><span class=cF0> active = !</span><span class=cFB>winmgr</span><span class=cF0>.grab_scroll && (</span><span class=cFB>mouse</span><span class=cF0>.lb || </span><span class=cFB>mouse</span><span class=cF0>.rb);
|
|
<a name="l281"></a> Trooper *tmpt = &tr[</span><span class=cFE>0</span><span class=cF0>][</span><span class=cFE>0</span><span class=cF0>];
|
|
<a name="l282"></a>
|
|
<a name="l283"></a> </span><span class=cF1>if</span><span class=cF0> (tap_mode)
|
|
<a name="l284"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l285"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l286"></a> {
|
|
<a name="l287"></a> dx = x - tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l288"></a> dy = y - tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l289"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>d = dx * dx + dy * dy</span><span class=cF7>)</span><span class=cF0> && d < TAP_MODE_RADIUS * TAP_MODE_RADIUS)
|
|
<a name="l290"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l291"></a> intensity = </span><span class=cF5>SqrI64</span><span class=cF0>(</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF5>SqrI64</span><span class=cF0>(TAP_MODE_RADIUS) - d</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l292"></a> dx = intensity * dx / d;
|
|
<a name="l293"></a> dy = intensity * dy / d;
|
|
<a name="l294"></a> tmpt->dx = tmpt->dx - dx;
|
|
<a name="l295"></a> tmpt->dy = tmpt->dy - dy;
|
|
<a name="l296"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l297"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l298"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l299"></a> tmpt->dx -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt->dx;
|
|
<a name="l300"></a> tmpt->dy -= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>2</span><span class=cF0> * tmpt->dy;
|
|
<a name="l301"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l302"></a> }
|
|
<a name="l303"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l304"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (active)
|
|
<a name="l305"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l306"></a> j = </span><span class=cFE>400000000</span><span class=cF0> * </span><span class=cFB>mouse</span><span class=cF0>.pos.z;
|
|
<a name="l307"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>mouse</span><span class=cF0>.rb)
|
|
<a name="l308"></a> j =-j;
|
|
<a name="l309"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < TROOPERS_NUM; i++, tmpt++)
|
|
<a name="l310"></a> {
|
|
<a name="l311"></a> dx = x - tmpt->x.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l312"></a> dy = y - tmpt->y.i32[</span><span class=cFE>1</span><span class=cF0>];
|
|
<a name="l313"></a> </span><span class=cF1>if</span><span class=cF0> (d = dx * dx + dy * dy)
|
|
<a name="l314"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l315"></a> dx = j * dx / d;
|
|
<a name="l316"></a> dy = j * dy / d;
|
|
<a name="l317"></a> tmpt->dx = tmpt->dx - dx;
|
|
<a name="l318"></a> tmpt->dy = tmpt->dy - dy;
|
|
<a name="l319"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l320"></a> }
|
|
<a name="l321"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l322"></a>}
|
|
<a name="l323"></a>
|
|
<a name="l324"></a></span><span class=cF1>U0</span><span class=cF0> Init()
|
|
<a name="l325"></a>{
|
|
<a name="l326"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, dx, dy;
|
|
<a name="l327"></a> Trooper *tmpt;
|
|
<a name="l328"></a>
|
|
<a name="l329"></a> </span><span class=cF5>MouseSet</span><span class=cF0>(,, </span><span class=cFE>25</span><span class=cF0>);
|
|
<a name="l330"></a> tap_mode = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l331"></a> time_lapse = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l332"></a> fire_end_time = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l333"></a> </span><span class=cF5>MemSet</span><span class=cF0>(tr, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>tr</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l334"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>10</span><span class=cF0>; i++)
|
|
<a name="l335"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l336"></a> ai_targets[i] = </span><span class=cF5>RandU16</span><span class=cF0> % TROOPERS_NUM;
|
|
<a name="l337"></a> dx = </span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l338"></a> dy = </span><span class=cF5>RandI32</span><span class=cF0>;
|
|
<a name="l339"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>10</span><span class=cF0>; j++)
|
|
<a name="l340"></a> {
|
|
<a name="l341"></a> tmpt = &tr[</span><span class=cFE>0</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l342"></a> tmpt->x = (</span><span class=cF3>GR_WIDTH</span><span class=cF0> - </span><span class=cFE>100</span><span class=cF0> - i * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l343"></a> tmpt->y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l344"></a> tmpt->att = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l345"></a> tmpt->def = </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l346"></a> tmpt->rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l347"></a> tmpt->animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l348"></a> tmpt->player = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l349"></a>
|
|
<a name="l350"></a> tmpt = &tr[</span><span class=cFE>1</span><span class=cF0>][i * </span><span class=cFE>10</span><span class=cF0> + j];
|
|
<a name="l351"></a> tmpt->x = (</span><span class=cFE>100</span><span class=cF0> + i * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l352"></a> tmpt->y = (</span><span class=cF3>GR_HEIGHT</span><span class=cF0> >> </span><span class=cFE>1</span><span class=cF0> - </span><span class=cFE>50</span><span class=cF0> + j * </span><span class=cFE>10</span><span class=cF0>) << </span><span class=cFE>32</span><span class=cF0>;
|
|
<a name="l353"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_RANDOM)
|
|
<a name="l354"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l355"></a> tmpt->dx = dx;
|
|
<a name="l356"></a> tmpt->dy = dy;
|
|
<a name="l357"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l358"></a> tmpt->att = </span><span class=cFE>3</span><span class=cF0>;
|
|
<a name="l359"></a> tmpt->def = </span><span class=cFE>10</span><span class=cF0>;
|
|
<a name="l360"></a> tmpt->rng = </span><span class=cFE>50</span><span class=cF0> * </span><span class=cFE>50</span><span class=cF0>;
|
|
<a name="l361"></a> tmpt->animate_time_base = </span><span class=cFE>10</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
|
|
<a name="l362"></a> tmpt->player = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l363"></a> }
|
|
<a name="l364"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l365"></a> ai_mode = </span><span class=cF5>RandU16</span><span class=cF0> % AI_AI_NUM;
|
|
<a name="l366"></a>}
|
|
<a name="l367"></a>
|
|
<a name="l368"></a></span><span class=cF1>U0</span><span class=cF0> BattleLines()
|
|
<a name="l369"></a>{
|
|
<a name="l370"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l371"></a>
|
|
<a name="l372"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l373"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l374"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l375"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l376"></a> </span><span class=cF6>"Play {"</span><span class=cF0>
|
|
<a name="l377"></a> </span><span class=cF6>" Restart(,'\n');"</span><span class=cF0>
|
|
<a name="l378"></a> </span><span class=cF6>" TimeLapse(,'1');"</span><span class=cF0>
|
|
<a name="l379"></a> </span><span class=cF6>" TapMode(,'2');"</span><span class=cF0>
|
|
<a name="l380"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l381"></a> );
|
|
<a name="l382"></a>
|
|
<a name="l383"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l384"></a> </span><span class=cF5>Fs</span><span class=cF0>->text_attr = </span><span class=cF3>GREEN</span><span class=cF0> << </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l385"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l386"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
|
|
<a name="l387"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
|
|
<a name="l388"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
|
|
<a name="l389"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
|
|
<a name="l390"></a> Init;
|
|
<a name="l391"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l392"></a> </span><span class=cF5>PopUpOk</span><span class=cF0>(</span><span class=cF6>"The mouse wheel controls\n"</span><span class=cF0>
|
|
<a name="l393"></a> </span><span class=cF6>"the command force.\n"</span><span class=cF0>
|
|
<a name="l394"></a> </span><span class=cF6>"Attract or repel with\n"</span><span class=cF0>
|
|
<a name="l395"></a> </span><span class=cF6>"left or right button.\n\n"</span><span class=cF0>);
|
|
<a name="l396"></a>
|
|
<a name="l397"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
|
|
<a name="l398"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l399"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l400"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l401"></a> {
|
|
<a name="l402"></a> </span><span class=cF1>switch</span><span class=cF0> (</span><span class=cF5>CharScan</span><span class=cF0>)
|
|
<a name="l403"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l404"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'1'</span><span class=cF0>:
|
|
<a name="l405"></a> time_lapse = !time_lapse;
|
|
<a name="l406"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Play/TimeLapse"</span><span class=cF0>);
|
|
<a name="l407"></a> tmpse->checked = time_lapse;
|
|
<a name="l408"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l409"></a>
|
|
<a name="l410"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'2'</span><span class=cF0>:
|
|
<a name="l411"></a> tap_mode = !tap_mode;
|
|
<a name="l412"></a> tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Play/TapMode"</span><span class=cF0>);
|
|
<a name="l413"></a> tmpse->checked = tap_mode;
|
|
<a name="l414"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l415"></a>
|
|
<a name="l416"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l417"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l418"></a> </span><span class=cF1>goto</span><span class=cF0> wg_done;
|
|
<a name="l419"></a>
|
|
<a name="l420"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
|
|
<a name="l421"></a> Init;
|
|
<a name="l422"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l423"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l424"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>40</span><span class=cF0>);
|
|
<a name="l425"></a> </span><span class=cF1>if</span><span class=cF0> (ai_mode == AI_TARGET)
|
|
<a name="l426"></a> DoAiTarget;
|
|
<a name="l427"></a> UpdateHumanVelocities;
|
|
<a name="l428"></a> UpdatePos;
|
|
<a name="l429"></a> ResolveFiring;
|
|
<a name="l430"></a> }
|
|
<a name="l431"></a>wg_done:
|
|
<a name="l432"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l433"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l434"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
|
|
<a name="l435"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l436"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l437"></a>}
|
|
<a name="l438"></a>
|
|
<a name="l439"></a>BattleLines;
|
|
</span></pre></body>
|
|
</html>
|